;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
3       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
100     ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Barbarian Tech,     0, 0,  no,  no,  0, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Saxon Tech,         0, 0,  no,  no,  0, 0    ; Amp
Astronomy,          4, 1,  Mat, nil, 1, 3    ; Ast
Hun Tech,           0, 0,  no,  no,  0, 0    ; Ato
*,                  0, 0,  no,  no,  0, 0    ; Aut
Roman Tech,         0, 0,  no,  no,  1, 0    ; Ban
Bridge Building,    4, 0,  Cst, nil, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  6, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Med, nil, 1, 3    ; Che
Chivalry,           4,-2,  no,  nil, 1, 0    ; Chi
Code of Laws,       4, 1,  Wri, nil, 0, 2    ; CoL
Raiders,            0, 0,  no,  no,  1, 0    ; CA 
Early Knights,      0, 0,  no,  no,  1, 0    ; Cmb
*,                  0, 0,  no,  no,  0, 0    ; Cmn
Pikemen,            0, 0,  no,  no,  1, 0    ; Cmp
Heavy Warships,     3,-4,  NP,  nil, 0, 0    ; Csc
Construction,       4, 0,  Eng, Mas, 0, 4    ; Cst
Balistics,          4,-5,  Eco, nil, 0, 0    ; Cor
Currency,           4, 1,  Tra, nil, 0, 1    ; Cur
Democracy,          5, 1,  Rep, nil, 1, 2    ; Dem
Siege Expertise,    3,-4,  Mat, nil, 0, 0    ; Eco
Vandal/Visig. Tech, 0, 0,  no,  no,  0, 0    ; E1 
*,                  0, 0,  no,  no,  0, 0    ; E2 
Engineering,        7, 0,  Whe, nil, 0, 4    ; Eng
Exploration,        1, 0,  Hor, nil, 0, 4    ; Env
Espionage,          2,-1,  Gen, nil, 1, 2    ; Esp
*,                  0, 0,  no,  no,  0, 0    ; Exp
Feudalism,          4,-1,  no,  nil, 0, 0    ; Feu
Diplomacy,          1, 5,  Wri, nil, 0, 2    ; Fli
*,                  0, 0,  no,  no,  0, 0    ; Fun
*,                  0, 0,  no,  no,  0, 0    ; FP 
Assasins,           3,-5,  nil, nil, 0, 0    ; Gen
Militia,            4, 1,  nil, nil, 0, 0    ; Gue
*,                  0, 0,  no,  no,  0, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
*,                  0, 0,  no,  no,  0, 0    ; Ind
*,                  0, 0,  no,  no,  0, 0    ; Inv
Iron Working,       5,-1,  Bro, nil, 0, 4    ; Iro
Domestic Elephants, 2, 1,  Hor, nil, 1, 4    ; Lab
*,                  0, 0,  no,  no,  0, 0    ; Las
*,                  0, 0,  no,  no,  0, 0    ; Ldr
Literacy,           5, 2,  Wri, nil, 0, 3    ; Lit
*,                  0, 0,  no,  no,  0, 0    ; Too
Magnetism,          4,-1,  Nav, nil, 1, 3    ; Mag
Map Making,         6,-1,  nil, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
*,                  0, 0,  no,  no,  0, 0    ; MP 
Mathematics,        2, 3,  nil, nil, 0, 3    ; Mat
Medicine,           4, 0,  nil, nil, 1, 1    ; Med
*,                  0, 0,  no,  no,  0, 0    ; Met
*,                  0, 0,  no,  no,  0, 0    ; Min
*,                  0, 0,  no,  no,  0, 0    ; Mob
Monarchy,           5, 1,  Cer, nil, 0, 2    ; Mon
Christianity,       5, 1,  Cer, nil, 1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, nil, 1, 1    ; Nav
*,                  0, 0,  no,  no,  0, 0    ; NF 
Advanced Sailing,   3, 0,  Mag, nil, 1, 4    ; NP 
Philosophy,         3, 1,  Phi, PT,  1, 2    ; Phi
Physics,            4,-1,  Ast, nil, 1, 3    ; Phy
*,                  0, 0,  no,  no,  0, 0    ; Pla
*,                  0, 0,  no,  no,  0, 0    ; Plu
Polytheism,         4, 0,  Wri, nil, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
*,                  0, 0,  no,  no,  0, 0    ; Rad
*,                  0, 0,  no,  no,  0, 0    ; RR 
*,                  0, 0,  no,  no,  0, 0    ; Rec
*,                  0, 0,  no,  no,  0, 0    ; Ref
Intensive Irrig.,   3, 2,  Eng, nil, 1, 1    ; Rfg
The Republic,       5, 1,  CoL, nil, 0, 2    ; Rep
*,                  0, 0,  no,  no,  0, 0    ; Rob
*,                  0, 0,  no,  no,  0, 0    ; Roc
*,                  0, 0,  no,  no,  0, 0    ; San
Seafaring,          4, 1,  Map, nil, 0, 1    ; Sea
*,                  0, 0,  no,  no,  0, 0    ; SFl
*,                  0, 0,  no,  no,  0, 0    ; Sth
*,                  0, 0,  no,  no,  0, 0    ; SE 
*,                  0, 0,  no,  no,  0, 0    ; Stl
*,                  0, 0,  no,  no,  0, 0    ; Sup
*,                  0, 0,  no,  no,  0, 0    ; Tac
Theology,           3, 2,  MT,  nil, 1, 2    ; The
Theory of Gravity,  4, 0,  Mag, Ast, 1, 3    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
*,                  0, 0,  no,  no,  0, 0    ; Uni
Warrior Code,       4,-1,  Hor, nil, 0, 0    ; War
The Wheel,          4,-1,  nil, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Medieval Technology,1, 0,  The, X1,  1, 3    ; FT 
*,                  0, 0,  no,  no,  0, 0    ; U1 
Justinians Rule,    4, 4,  no,  no,  1, 2    ; U2 
Intensive Mining,   4, 1,  Eng, nil, 1, 1    ; U3 
Water System,       4, 2,  Cst, nil, 1, 4    ; X1 
*,                  0, 0,  no,  no,  0, 0    ; X2 
*,                  0, 0,  no,  no,  0, 0    ; X3 
*,                  0, 0,  no,  no,  0, 0    ; X4 
*,                  0, 0,  no,  no,  0, 0    ; X5 
*,                  0, 0,  no,  no,  0, 0    ; X6 
Mixing,             0, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 1,    nil,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Temple,                    4, 1,    Cer,
MarketPlace,               8, 1,    Tra,
Library,                   8, 1,    Alp,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Eng,
Forum,                    10, 1,    no, 
Church,                   12, 3,    MT, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
Amphi Theatre,            10, 4,    Eng,
Intensive Mining,         15, 4,    U3, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
Water System,             12, 2,    X1, 
Intensive Irrigation,      8, 3,    Rfg,
Caravan Depot,            15, 5,    Tra,
*,                         1, 0,    no, 
*,                         1, 0,    no, 
Coastal Fortress,          8, 1,    Mas,
*,                         0, 0,    no, 
Harbor,                    6, 1,    nil,
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
Shipyard,                  8, 3,    Sea,
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
(Luxury Goods),           60, 0,    Tra,
Pyramids,                 20, 0,    Pot,
Colosseum,                20, 0,    Eng,
Saharan Trade Route,      20, 0,    Tra,
*,                         1, 0,    no, 
Great Library,            30, 0,    Lit,
*,                         1, 0,    no, 
Hadrianus' Wall,          30, 0,    Mas,
Warrior Culture,          30, 0,    War,
Justinian's Reconquest,   30, 0,    no, 
*,                         1, 0,    no, 
Edict of Milan,           40, 0,    MT, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
Forum Romanum,            30, 0,    no, 
*,                         1, 0,    no, 
Hagia Sophia,             40, 0,    MT, 
Greek School,             40, 0,    Phi,
The Holy City,             1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
*,                         1, 0,    no, 
Justinian's Code,         30, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Colosseum
nil,        ; Saharan Trade Route
no,         ; *
nil,        ; Great Library
no,         ; *
nil,        ; Hadrianus' Wall
X7,         ; Warrior Culture
nil,        ; Justinian's Reconquest
no,         ; *
nil,        ; Edict of Milan
no,         ; *
no,         ; *
nil,        ; Forum Romanum
no,         ; *
nil,        ; Hagia Sophia
nil,        ; Greek School
nil,        ; The Holy City
no,         ; *
no,         ; *
nil,        ; *
no,         ; *
no,         ; *
no,         ; *
no,         ; *
no,         ; *
no,         ; *
nil,        ; Justinian's Code


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     Eng, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,1d,  2h,1f,  4,0,  5, Eng, 000000000000000
Legion,       nil, 0,  1.,0,  4a,2d,  1h,1f,  8,0,  0, Ban, 000000000000000
Roman Inf.,   nil, 0,  1.,0,  2a,2d,  1h,1f,  4,0,  1, Ban, 000000000000000
Scan. Warship,nil, 2,  7.,0,  4a,3d,  2h,1f,  7,4,  4, Amp, 000000000000001
Primitive Ship,NP,  2,  2.,0,  1a,1d,  1h,1f,  5,3,  4, nil, 000000000100000
Hun Warrior,  nil, 0,  1.,0,  4a,2d,  1h,1f,  2,0,  0, Ato, 000000000000000
Frontier2,    no,  1,  0.,127,  0a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Test,         no,  1, 42.,0,  0a,0d,  0h,0f,  1,0,  6, no,  000000000000001
Militia,      no,  0,  1.,0,  2a,2d,  1h,1f,  1,0,  1, no,  000011000000010
Frontier,     no,  1,  0.,127,  0a,1d,  1h,1f,  1,0,  3, no,  000000000000000
*,            no,  0,  1.,0,  0a,1d,  1h,1f,  1,0,  5, no,  000000000000000
Centurion,    nil, 0,  2.,0,  6a,1d,  2h,1f, 12,0,  0, Ban, 000000000000000
Chariot,      nil, 0,  2.,0,  4a,1d,  1h,1f,  6,0,  0, Ban, 000000000000000
Knights,      nil, 0,  2.,0,  7a,2d,  2h,1f,  7,0,  0, Cmb, 000000000000000
Hun Horsemen, nil, 0,  3.,0,  6a,2d,  2h,1f,  4,0,  0, Ato, 000000000000010
B. Horsemen,  nil, 0,  3.,0,  5a,3d,  1h,1f,  6,0,  0, AFl, 000000000000010
Elephant,     nil, 0,  2.,0,  5a,1d,  2h,1f,  8,0,  0, Lab, 000000000000000
Pers. Horsemen,no,  0,  3.,0,  5a,2d,  1h,1f,  2,0,  0, no,  000000000000010
*,            no,  0,  1.,0,  0a,1d,  1h,1f,  1,0,  5, no,  000000000000000
*,            no,  0,  1.,0,  0a,1d,  1h,1f,  1,0,  5, no,  000000000000000
*,            no,  0,  1.,0,  0a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Balista,      nil, 0,  1.,0,  8a,1d,  1h,3f, 20,0,  0, Cor, 000000000000000
Catapult,     nil, 0,  1.,0,  8a,1d,  1h,2f, 17,0,  0, Eco, 000000001000000
Archer,       Ato, 0,  1.,0,  3a,1d,  1h,1f,  4,0,  0, nil, 000000000000000
Flame Archer, nil, 0,  1.,0,  8a,1d,  1h,1f,  7,0,  0, nil, 000000000000000
Hun Archer,   nil, 0,  1.,0,  5a,2d,  1h,2f,  3,0,  0, Ato, 000000000000000
General,      no,  0,  1.,1,  8a,4d,  3h,2f, 100,0,  0, no,  000000000000010
Theodoric I,  no,  0,  1.,2,  8a,6d,  4h,2f, 100,0,  0, no,  000000000000010
Theodoric II, no,  0,  1.,0,  8a,6d,  4h,2f, 100,0,  0, no,  000000000000010
Genseric,     no,  0,  1.,1, 11a,4d,  3h,2f, 100,0,  0, no,  000000000000010
Slave Soldiers,nil, 0,  1.,2,  2a,2d,  1h,1f,  1,0,  1, Ato, 000000000000000
*,            no,  0,  1.,0,  0a,1d,  1h,1f,  1,2,  5, no,  000000000000000
Roman Warship,nil, 2,  6.,0,  4a,3d,  2h,1f, 12,4,  4, Ban, 000000000000001
V. Warship,   nil, 2,  6.,0,  5a,2d,  2h,1f,  6,4,  4, E1,  000000000000001
*,            no,  0,  1.,0,  0a,1d,  1h,1f,  1,2,  5, no,  000000000000000
B. Warriors,  nil, 0,  1.,0,  3a,2d,  1h,1f,  2,0,  1, AFl, 000000000000000
Coastal Raider,nil, 0,  1.,0,  6a,2d,  1h,2f,  6,0,  0, CA,  000000000000100
Pikemen,      nil, 0,  1.,0,  2a,3d,  2h,1f,  4,0,  1, Cmp, 000010000000000
Pers. Warrior,no,  0,  1.,0,  4a,2d,  1h,1f,  2,0,  1, no,  000000000000000
Pope Leo I,   no,  0,  1.,0,  0a,8d,  3h,1f, 100,0,  1, no,  000000000000010
Pope,         no,  0,  1.,0,  0a,8d,  2h,1f, 100,0,  1, no,  000000000000010
Heavy Warship,nil, 2,  5.,0,  5a,5d,  2h,2f, 15,2,  2, Csc, 000000000000001
*,            no,  0,  1.,0,  0a,1d,  1h,1f,  1,8,  5, no,  000000000000000
Assassin,     nil, 0,  1.,1, 15a,0d,  1h,3f, 10,0,  0, Gen, 001000000000010
*,            no,  0,  1.,1,  0a,1d,  1h,1f,  1,0,  5, no,  000000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f, 10,0,  6, Fli, 000000000000010
Spy,          nil, 0,  2.,0,  0a,0d,  1h,1f, 15,0,  6, Esp, 000000000000010
Merchant,     nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
*,            no,  0,  1.,0,  0a,1d,  1h,1f,  1,0,  5, no,  000000000000000
Scout,        nil, 0,  3.,0,  2a,2d,  1h,1f,  4,0,  0, Env, 000001000001011
Hun General,  no,  0,  2.,0,  8a,4d,  3h,2f, 100,0,  0, no,  000000000000010
Edikon,       no,  0,  3.,0,  9a,4d,  3h,3f, 100,1,  0, no,  000000000000011
Roman Emporer,no,  0,  2.,4,  7a,4d,  3h,2f, 100,0,  0, no,  000000000000010
Bleda,        no,  0,  3.,0,  9a,5d,  3h,3f, 100,0,  0, no,  000000000000000
Barbarian King,no,  0,  2.,0,  7a,4d,  3h,2f, 100,0,  0, no,  000000000000010
Attila,       no,  0,  3.,0, 12a,8d,  4h,3f, 100,0,  0, no,  000000000000011
Justinian,    no,  0,  2.,0, 12a,8d,  4h,3f, 100,0,  0, no,  000000000000000
Rugila,       no,  0,  3.,0, 10a,6d,  3h,3f, 100,0,  0, no,  000000000000011
Horse Archer, nil, 0,  3.,0,  7a,2d,  2h,2f,  5,0,  0, Ato, 000000000000011
Camels,       no,  0,  2.,0,  4a,1d,  1h,1f,  2,0,  0, no,  000001000000010
Pers. Defender,no,  0,  0.,100,  0a,4d,  2h,1f,  1,0,  1, no,  000000000000001

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 2,   yes, 1, 5,  2,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  4,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  5,1,1,
Sheep,      1,2,  4,2,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Grapes,     2,4,  3,2,0,
Gold,       3,6,  0,1,6,
Musk,       1,2,  3,2,0,
Ivory,      2,2,  1,2,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  4,0,2,
Desert Oil, 1,2,  0,3,1,
Wheat,      1,2,  5,1,0,
Grassland,  1,2,  2,1,0,
Game,       2,3,  4,2,3,
Wine,       2,4,  2,0,4,
Iron,       3,6,  0,4,1,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,1,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  3,2,3,




@GOVERNMENTS
Anarchy,        General,     General
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 0, Romans,      Roman,      -1,  0,  1,     1, Dictator, Dictator, 2, Emperor, Imperatrix
Hammurabi,    Ishtari,             0, 2, 3, Babylonians, Babylonian,  0,  1,  0,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 2, Mongols,     Mongol,      1,  1, -1,     2, Warlord, Warlord
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 1, Spanish,     Spanish,     1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 3, Persians,    Persian,     0,  0,  0,     4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 0, Carthaginians,Carthaginian,-1,  0,  1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Wood,
Meat,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













